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1 (ns com.aurellem.assembly
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2 (:use (com.aurellem gb-driver vbm title items))
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3 (:import [com.aurellem.gb_driver SaveState]))
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4
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5 (defn mid-game []
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6 (read-state "mid-game"))
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7
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8 (defn inject-assembly
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9 ([^SaveState state
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10 program-counter registers
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11 assembly-code]
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12 (let [scratch-memory (memory state)]
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13 ;; inject assembly code
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14 (dorun (map (fn [index val]
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15 (aset scratch-memory index val))
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16 (range program-counter
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17 (+ program-counter (count assembly-code)))
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18 assembly-code))
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19 (-> state
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20 (write-memory! scratch-memory)
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21 (write-registers! registers)
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22 (PC! program-counter)))))
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23
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24 (defn inject-item-assembly
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25 ([^SaveState state assembly-code]
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26 (inject-assembly state (inc item-list-start)
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27 (registers state)
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28 assembly-code))
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29 ([assembly-code]
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30 (inject-item-assembly @current-state assembly-code)))
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31
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32 (defn info
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33 ([^SaveState state]
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34 (println (format "PC: 0x%04X" (PC state)))
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35 (println "Instruction:"
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36 (format "0x%02X" (aget (memory state) (PC state))))
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37 state))
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38
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39 (defn print-interrupt
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40 [^SaveState state]
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41 (println (format "IE: %d" (IE state)))
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42 state)
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43
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44 (defn print-listing [state begin end]
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45 (dorun (map
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46 (fn [opcode line]
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47 (println (format "0x%04X: 0x%02X" line opcode)))
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48 (subvec (vec (memory state)) begin end)
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49 (range begin end)))
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50 state)
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51
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52 (defn run-assembly
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53 ([info-fn assembly n]
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54 (let [final-state
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55 (reduce (fn [state _]
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56 (tick (info-fn state)))
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57 (inject-item-assembly
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58 (mid-game) assembly)
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59 (range n))]
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60 final-state))
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61 ([assembly n]
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62 (run-assembly info assembly n)))
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63
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64 (def buttons-port 0xFF00)
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65
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66 (defn A [state]
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67 (bit-shift-right (bit-and 0x0000FF00 (AF state)) 8))
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68
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69 (defn binary-str [num]
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70 (format "%08d"
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71 (Integer/parseInt
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72 (Integer/toBinaryString num) 10)))
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73
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74 (defn view-register [state name reg-fn]
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75 (println (format "%s: %s" name
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76 (binary-str (reg-fn state))))
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77 state)
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78
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79 (defn view-memory [state mem]
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80 (println (format "mem 0x%04X = %s" mem
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81 (binary-str (aget (memory state) mem))))
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82 state)
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83
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84 (defn trace [state]
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85 (loop [program-counters []
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86 opcodes []]
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87 (let [frame-boundary?
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88 (com.aurellem.gb.Gb/tick)]
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89 (println (count opcodes))
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90 (if frame-boundary?
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91 [program-counters opcodes]
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92 (recur
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93 (conj program-counters
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94 (first (registers @current-state)))
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95 (conj opcodes
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96 (aget (memory @current-state)
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97 (PC @current-state))))))))
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98
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99 (defn good-trace []
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100 (-> (mid-game) (tick) (IE! 0)
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101 (set-inv-mem [0x00 0x00 0X00 0x00])
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102 (PC! item-list-start)(print-interrupt)
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103 (info) (tick) (info) (tick) (info)))
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104
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105 (defn read-down-button []
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106 (-> (tick (mid-game))
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107 (IE! 0) ; disable interrupts
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108 (inject-item-assembly
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109 ;; write 00010000 to 0xFF00 to select joypad
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110 [0x18 ;D31D ; jump over
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111 0x01 ;D31E ; the next 8 bits
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112 ;D31F
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113 (Integer/parseInt "00100000" 2) ; data section
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114
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115 0xFA ;D320 ; load (D31F) into A
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116 0x1F ;D321 -->
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117 0xD3 ;D322 --> D31F
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118
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119 0xEA ;D323 ; load (A), which is
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120 0x00 ;D324 --> ; 00010000, into FF00
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121 0xFF ;D325 --> FF00
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122
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123 0x18 ;D326 ; this is the place where
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124 0x01 ;D327 ; we will store whether
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125 0x00 ;D328 ; "down" is pressed.
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126
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127 0xFA ;D329 ; (FF00) -> A
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128 0x00 ;D32A
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129 0xFF ;D32B
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130
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131 0xCB ;D32C ; Test whether "down"
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132 0x5F ;D32D ; is pressed.
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133
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134 0x28 ;D32E ; if down is pressed,
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135 0x03 ;D32F ; skip the next section
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136 ; of code.
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137 ;; down-is-not-pressed
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138 0xC3 ;D330
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139 0x1D ;D331 ; return to beginning
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140 0xD3 ;D332
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141
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142 ;; down-is-pressed
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143 0xEA ;D334 ; write A to D328 if
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144 0x28 ;D335 ; "down" was pressed
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145 0xD3 ;D336
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146
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147 0xC3 ;D330
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148 0x1D ;D331 ; return to beginning
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149 0xD3 ;D332
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150 ])))
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151
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152 (defn test-read-down []
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153 (= (view-memory (step (step (read-down-button) [:d])) 0xD328)
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154 (view-memory (step (step (read-down-button))) 0xD328)))
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155
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156 (defn count-frames []
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157 (-> (tick (mid-game))
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158 (IE! 0) ; disable interrupts
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159 (inject-item-assembly
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160 [0x18 ;D31D ; jump over
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161 0x02 ;D31E ; the next 2 bytes
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162 0x00 ;D31F ; frame-count
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163 0x00 ;D320 ; v-blank-prev
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164
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165 0xFA ;D321
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166 0x41 ;D322 ; load (FF41) into A
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167 0xFF ;D323 ; this contains mode flags
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168
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169 ;; if we're in v-blank, the bit-1 is 0
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170 ;; and bit-2 is 1 Otherwise, it is not v-blank.
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171 0xCB ;D324 ; test bit-1 of A
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172 0x4F ;D325
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173
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174 0xC2 ;D326 ; if bit-1 is not 0
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175 0x44 ;D327 ; GOTO not-v-blank
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176 0xD3 ;D328
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177
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178 0xCB ;D329 ; test bit-0 of A
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179 0x47 ;D32A
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180
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181 0xCA ;D32B ; if bit-0 is not 1
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182 0x44 ;D32C ; GOTO not-v-blank
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183 0xD3 ;D32D
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184
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185 ;;; in v-blank mode
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186
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187 ;; if v-blank-prev was 0,
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188 ;; increment frame-count
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189
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190 0xFA ;D32E ; load v-blank-prev to A
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191 0x20 ;D32F
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192 0xD3 ;D330
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193
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194 0xCB ;D331
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195 0x47 ;D332 ; test bit-0 of A
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196
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197 0x20 ;D333 ; skip next section
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198 0x07 ;D334 ; if v-blank-prev was not zero
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199
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200 ;; v-blank was 0, increment frame-count
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201 0xFA ;D335 ; load frame-count into A
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202 0x1F ;D336
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203 0xD3 ;D337
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204
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205 0x3C ;D338 ; inc A
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206
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207 0xEA ;D339 ; load A into frame-count
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208 0x1F ;D33A
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209 0xD3 ;D33B
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210
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211 ;; set v-blank-prev to 1
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212 0x3E ;D33C ; load 1 into A
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213 0x01 ;D33D
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214
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215 0xEA ;D33E ; load A into v-blank-prev
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216 0x20 ;D33F
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217 0xD3 ;D340
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218
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219 0xC3 ;D341 ; return to beginning
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220 0x1D ;D342
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221 0xD3 ;D343
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222
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223 ;;; not in v-blank mode
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224 ;; set v-blank-prev to 0
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225 0x3E ;D344 ; load 0 into A
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226 0x00 ;D345
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227
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228 0xEA ;D346 ; load A into v-blank-prev
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229 0x20 ;D347
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230 0xD3 ;D348
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231
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232 0xC3 ;D349 ; return to beginning
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233 0x1D ;D34A
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234 0xD3 ;D34B
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235 ])))
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236
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237 (defn step-count-frames []
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238 (-> (read-down-button)
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239 (info)
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240 (tick) ;; skip over data section
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241 (info)
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242 (view-register "Register A" A)
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243 (tick) ;; load-data into A
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244 (view-register "Register A" A)
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245 (info)
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246 (view-memory 0xFF00)
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247 (tick) ;; load A into 0xFF00
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248 (view-memory 0xFF00)
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249 (info)
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250 (tick)
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251 (info)
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252 (tick)
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253 (info)
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254 (tick)
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255 (info)
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256 (tick)
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257 (info)
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258 (tick)
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259 (info)
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260 (tick)
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261 (print-inventory)))
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262
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263 (defn test-count-frames []
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264 (= 255 (aget (memory ((apply comp (repeat 255 step))
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265 (count-frames)))
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266 0xD31F)))
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267
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rlm@115
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268 ;; specs for main bootstrap program
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269 ;; starts in "mode-select" mode
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270 ;; Each button press takes place in a single frame.
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271 ;; mode-select-mode takes one of the main buttons
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272 ;; which selects one of up to eight modes
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273 ;; mode 1 activated by the "A" button
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274 ;; the next two button presses indicates the start
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275 ;; memory location which to which the bootstrap
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276 ;; program will write.
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277 ;; This is done by using each of the eight buttons to
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278 ;; spell out an 8 bit number. The order of buttons is
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279 ;; [:d :u :l :r :start :select :b :a]
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280 ;; [:a :start :l] --> 00101001
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281
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282 ;; the next button press determines how many bytes are to be
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283 ;; written, starting at the start position.
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284
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285 ;; then, the actual bytes are entered and are written to the
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286 ;; start address in sequence.
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287
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288 (defn input-number-assembly []
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289 [0x18 ;D31D ; jump over
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290 0x02 ;D31E ; the next 2 bytes
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291 0x00 ;D31F ; frame-count
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292 0x00 ;D320 ; v-blank-prev
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293
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294 0xFA ;D321
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295 0x41 ;D322 ; load (FF41) into A
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296 0xFF ;D323 ; this contains mode flags
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297
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298 ;; if we're in v-blank, the bit-1 is 0
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299 ;; and bit-2 is 1 Otherwise, it is not v-blank.
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300 0xCB ;D324 ; test bit-1 of A
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301 0x4F ;D325
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302
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303 0xC2 ;D326 ; if bit-1 is not 0
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304 0x44 ;D327 ; GOTO not-v-blank
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305 0xD3 ;D328
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306
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307 0xCB ;D329 ; test bit-0 of A
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308 0x47 ;D32A
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309
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310 0xCA ;D32B ; if bit-0 is not 1
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311 0x44 ;D32C ; GOTO not-v-blank
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312 0xD3 ;D32D
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313
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rlm@118
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314 ;;; in v-blank mode
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315
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rlm@118
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316 ;; if v-blank-prev was 0,
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317 ;; increment frame-count
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318
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319 0xFA ;D32E ; load v-blank-prev to A
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320 0x20 ;D32F
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rlm@118
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321 0xD3 ;D330
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322
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323 0xCB ;D331
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rlm@118
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324 0x47 ;D332 ; test bit-0 of A
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325
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326 0x20 ;D333 ; skip next section
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327 0x07 ;D334 ; if v-blank-prev was not zero
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328
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329 ;; v-blank was 0, increment frame-count
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330 0xFA ;D335 ; load frame-count into A
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331 0x1F ;D336
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332 0xD3 ;D337
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333
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334 0x3C ;D338 ; inc A
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335
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336 0xEA ;D339 ; load A into frame-count
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337 0x1F ;D33A
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rlm@118
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338 0xD3 ;D33B
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339
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340 ;; set v-blank-prev to 1
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341 0x3E ;D33C ; load 1 into A
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342 0x01 ;D33D
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343
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344 0xEA ;D33E ; load A into v-blank-prev
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345 0x20 ;D33F
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rlm@118
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346 0xD3 ;D340
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rlm@118
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347
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348 0xC3 ;D341 ; GOTO input handling code
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349 0x4E ;D342
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rlm@118
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350 0xD3 ;D343
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rlm@118
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351
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rlm@118
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352 ;;; not in v-blank mode
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353 ;; set v-blank-prev to 0
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rlm@118
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354 0x3E ;D344 ; load 0 into A
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355 0x00 ;D345
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rlm@118
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356
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rlm@118
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357 0xEA ;D346 ; load A into v-blank-prev
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rlm@118
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358 0x20 ;D347
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rlm@118
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359 0xD3 ;D348
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rlm@118
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360
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361 0xC3 ;D349 ; return to beginning
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rlm@118
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362 0x1D ;D34A
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rlm@118
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363 0xD3 ;D34B
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364
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365 0x00 ;D34C ; these are here
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366 0x00 ;D34D ; for glue
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|
367
|
rlm@118
|
368
|
rlm@118
|
369 ;;; calculate input number based on button presses
|
rlm@118
|
370 0x18 ;D34E ; skip next 3 bytes
|
rlm@118
|
371 0x03 ;D34F
|
rlm@118
|
372 ;D350
|
rlm@118
|
373 (Integer/parseInt "00100000" 2) ; select directional pad
|
rlm@118
|
374 ;D351
|
rlm@118
|
375 (Integer/parseInt "00010000" 2) ; select buttons
|
rlm@118
|
376 0x00 ;D352 ; input-number
|
rlm@118
|
377
|
rlm@118
|
378 ;; select directional pad, store low bits in B
|
rlm@118
|
379
|
rlm@118
|
380 0xFA ;D353 ; load (D350) into A
|
rlm@118
|
381 0x50 ;D354 -->
|
rlm@118
|
382 0xD3 ;D355 --> D31F
|
rlm@118
|
383
|
rlm@118
|
384 0xEA ;D356 ; load (A), which is
|
rlm@118
|
385 0x00 ;D357 --> ; 00010000, into FF00
|
rlm@118
|
386 0xFF ;D358 --> FF00
|
rlm@118
|
387
|
rlm@118
|
388 0x06 ;D359
|
rlm@118
|
389 ;D35A
|
rlm@118
|
390 (Integer/parseInt "11110000" 2) ; "11110000" -> B
|
rlm@118
|
391 0xFA ;D35B ; (FF00) -> A
|
rlm@118
|
392 0x00 ;D35C
|
rlm@118
|
393 0xFF ;D35D
|
rlm@118
|
394
|
rlm@118
|
395 0xCB ;D35E ; swap nybbles on A
|
rlm@118
|
396 0x37 ;D35F
|
rlm@118
|
397 0xA0 ;D360 ; (AND A B) -> A
|
rlm@118
|
398 0x47 ;D361 ; A -> B
|
rlm@118
|
399
|
rlm@118
|
400 ;; select buttons store bottom bits in C
|
rlm@118
|
401
|
rlm@118
|
402 0xFA ; ; load (D351) into A
|
rlm@118
|
403 0x51 ; -->
|
rlm@118
|
404 0xD3 ; --> D31F
|
rlm@118
|
405
|
rlm@118
|
406 0xEA ; ; load (A), which is
|
rlm@118
|
407 0x00 ; --> ; 00001000, into FF00
|
rlm@118
|
408 0xFF ; --> FF00
|
rlm@118
|
409
|
rlm@118
|
410 0x0E ;
|
rlm@118
|
411 (Integer/parseInt "00001111" 2) ; "00001111" -> C
|
rlm@118
|
412
|
rlm@118
|
413 0xFA ; ; (FF00) -> A
|
rlm@118
|
414 0x00 ;
|
rlm@118
|
415 0xFF ;
|
rlm@118
|
416
|
rlm@118
|
417 0xA1 ; ; (AND A C) -> A
|
rlm@118
|
418 0x4F ; ; A -> C
|
rlm@118
|
419
|
rlm@118
|
420 ;; combine the B and C registers into the input number
|
rlm@118
|
421 0x79 ; ; C -> A
|
rlm@118
|
422 0xB0 ; ; (OR A B) -> A
|
rlm@118
|
423 0x2F ; ; negate A
|
rlm@118
|
424
|
rlm@118
|
425 0xEA ; ; store A into input-number
|
rlm@118
|
426 0x52 ;
|
rlm@118
|
427 0xD3 ;
|
rlm@118
|
428
|
rlm@118
|
429 0xC3 ; ; return to beginning
|
rlm@118
|
430 0x1D ;
|
rlm@118
|
431 0xD3 ;
|
rlm@118
|
432 ])
|
rlm@114
|
433
|
rlm@115
|
434 (defn input-number []
|
rlm@115
|
435 (-> (tick (mid-game))
|
rlm@115
|
436 (IE! 0) ; disable interrupts
|
rlm@118
|
437 (inject-item-assembly (input-number-assembly))))
|
rlm@115
|
438
|
rlm@117
|
439 (defn test-input-number
|
rlm@117
|
440 "Input freestyle buttons and observe the effects at the repl."
|
rlm@117
|
441 []
|
rlm@117
|
442 (set-state! (input-number))
|
rlm@117
|
443 (dotimes [_ 90000] (step (view-memory @current-state 0xD352))))
|
rlm@115
|
444
|
rlm@118
|
445 (defn write-memory-assembly []
|
rlm@118
|
446 [0x18 ;D31D ; jump over
|
rlm@118
|
447 0x02 ;D31E ; the next 2 bytes
|
rlm@118
|
448 0x00 ;D31F ; frame-count
|
rlm@118
|
449 0x00 ;D320 ; v-blank-prev
|
rlm@118
|
450
|
rlm@118
|
451 0xFA ;D321
|
rlm@118
|
452 0x41 ;D322 ; load (FF41) into A
|
rlm@118
|
453 0xFF ;D323 ; this contains mode flags
|
rlm@118
|
454
|
rlm@118
|
455 ;; if we're in v-blank, the bit-1 is 0
|
rlm@118
|
456 ;; and bit-2 is 1 Otherwise, it is not v-blank.
|
rlm@118
|
457 0xCB ;D324 ; test bit-1 of A
|
rlm@118
|
458 0x4F ;D325
|
rlm@115
|
459
|
rlm@118
|
460 0xC2 ;D326 ; if bit-1 is not 0
|
rlm@118
|
461 0x44 ;D327 ; GOTO not-v-blank
|
rlm@118
|
462 0xD3 ;D328
|
rlm@118
|
463
|
rlm@118
|
464 0xCB ;D329 ; test bit-0 of A
|
rlm@118
|
465 0x47 ;D32A
|
rlm@115
|
466
|
rlm@118
|
467 0xCA ;D32B ; if bit-0 is not 1
|
rlm@118
|
468 0x44 ;D32C ; GOTO not-v-blank
|
rlm@118
|
469 0xD3 ;D32D
|
rlm@118
|
470
|
rlm@118
|
471 ;;; in v-blank mode
|
rlm@115
|
472
|
rlm@118
|
473 ;; if v-blank-prev was 0,
|
rlm@118
|
474 ;; increment frame-count
|
rlm@118
|
475
|
rlm@118
|
476 0xFA ;D32E ; load v-blank-prev to A
|
rlm@118
|
477 0x20 ;D32F
|
rlm@118
|
478 0xD3 ;D330
|
rlm@118
|
479
|
rlm@118
|
480 0xCB ;D331
|
rlm@118
|
481 0x47 ;D332 ; test bit-0 of A
|
rlm@118
|
482
|
rlm@118
|
483 0x20 ;D333 ; skip next section
|
rlm@118
|
484 0x07 ;D334 ; if v-blank-prev was not zero
|
rlm@118
|
485
|
rlm@118
|
486 ;; v-blank was 0, increment frame-count
|
rlm@118
|
487 0xFA ;D335 ; load frame-count into A
|
rlm@118
|
488 0x1F ;D336
|
rlm@118
|
489 0xD3 ;D337
|
rlm@118
|
490
|
rlm@118
|
491 0x3C ;D338 ; inc A
|
rlm@118
|
492
|
rlm@118
|
493 0xEA ;D339 ; load A into frame-count
|
rlm@118
|
494 0x1F ;D33A
|
rlm@118
|
495 0xD3 ;D33B
|
rlm@118
|
496
|
rlm@118
|
497 ;; set v-blank-prev to 1
|
rlm@118
|
498 0x3E ;D33C ; load 1 into A
|
rlm@118
|
499 0x01 ;D33D
|
rlm@118
|
500
|
rlm@118
|
501 0xEA ;D33E ; load A into v-blank-prev
|
rlm@118
|
502 0x20 ;D33F
|
rlm@118
|
503 0xD3 ;D340
|
rlm@118
|
504
|
rlm@118
|
505 0xC3 ;D341 ; GOTO input handling code
|
rlm@118
|
506 0x4E ;D342
|
rlm@118
|
507 0xD3 ;D343
|
rlm@118
|
508
|
rlm@118
|
509 ;;; not in v-blank mode
|
rlm@118
|
510 ;; set v-blank-prev to 0
|
rlm@118
|
511 0x3E ;D344 ; load 0 into A
|
rlm@118
|
512 0x00 ;D345
|
rlm@118
|
513
|
rlm@118
|
514 0xEA ;D346 ; load A into v-blank-prev
|
rlm@118
|
515 0x20 ;D347
|
rlm@118
|
516 0xD3 ;D348
|
rlm@118
|
517
|
rlm@118
|
518 0xC3 ;D349 ; return to beginning
|
rlm@118
|
519 0x1D ;D34A
|
rlm@118
|
520 0xD3 ;D34B
|
rlm@118
|
521
|
rlm@118
|
522 0x00 ;D34C ; these are here
|
rlm@118
|
523 0x00 ;D34D ; for glue
|
rlm@118
|
524
|
rlm@118
|
525
|
rlm@118
|
526 ;;; calculate input number based on button presses
|
rlm@118
|
527 0x18 ;D34E ; skip next 3 bytes
|
rlm@118
|
528 0x03 ;D34F
|
rlm@118
|
529 ;D350
|
rlm@118
|
530 (Integer/parseInt "00100000" 2) ; select directional pad
|
rlm@118
|
531 ;D351
|
rlm@118
|
532 (Integer/parseInt "00010000" 2) ; select buttons
|
rlm@118
|
533 0x00 ;D352 ; input-number
|
rlm@118
|
534
|
rlm@118
|
535 ;; select directional pad, store low bits in B
|
rlm@118
|
536
|
rlm@118
|
537 0xFA ;D353 ; load (D350) into A
|
rlm@118
|
538 0x50 ;D354 -->
|
rlm@118
|
539 0xD3 ;D355 --> D31F
|
rlm@118
|
540
|
rlm@118
|
541 0xEA ;D356 ; load (A), which is
|
rlm@118
|
542 0x00 ;D357 --> ; 00010000, into FF00
|
rlm@118
|
543 0xFF ;D358 --> FF00
|
rlm@118
|
544
|
rlm@118
|
545 0x06 ;D359
|
rlm@118
|
546 ;D35A
|
rlm@118
|
547 (Integer/parseInt "11110000" 2) ; "11110000" -> B
|
rlm@118
|
548 0xFA ;D35B ; (FF00) -> A
|
rlm@118
|
549 0x00 ;D35C
|
rlm@118
|
550 0xFF ;D35D
|
rlm@118
|
551
|
rlm@118
|
552 0xCB ;D35E ; swap nybbles on A
|
rlm@118
|
553 0x37 ;D35F
|
rlm@118
|
554 0xA0 ;D360 ; (AND A B) -> A
|
rlm@118
|
555 0x47 ;D361 ; A -> B
|
rlm@118
|
556
|
rlm@118
|
557 ;; select buttons store bottom bits in C
|
rlm@118
|
558
|
rlm@118
|
559 0xFA ;D362 ; load (D351) into A
|
rlm@118
|
560 0x51 ;D363 -->
|
rlm@118
|
561 0xD3 ;D364 --> D31F
|
rlm@118
|
562
|
rlm@118
|
563 0xEA ;D365 ; load (A), which is
|
rlm@118
|
564 0x00 ;D366 --> ; 00001000, into FF00
|
rlm@118
|
565 0xFF ;D367 --> FF00
|
rlm@118
|
566
|
rlm@118
|
567 0x0E ;D368
|
rlm@118
|
568 ;D369
|
rlm@118
|
569 (Integer/parseInt "00001111" 2) ; "00001111" -> C
|
rlm@118
|
570
|
rlm@118
|
571 0xFA ;D36A ; (FF00) -> A
|
rlm@118
|
572 0x00 ;D36B
|
rlm@118
|
573 0xFF ;D36C
|
rlm@118
|
574
|
rlm@118
|
575 0xA1 ;D36D ; (AND A C) -> A
|
rlm@118
|
576 0x4F ;D36E ; A -> C
|
rlm@118
|
577
|
rlm@118
|
578 ;; combine the B and C registers into the input number
|
rlm@118
|
579 0x79 ;D36F ; C -> A
|
rlm@118
|
580 0xB0 ;D370 ; (OR A B) -> A
|
rlm@118
|
581 0x2F ;D371 ; negate A
|
rlm@118
|
582
|
rlm@118
|
583 0xEA ;D372 ; store A into input-number
|
rlm@118
|
584 0x52 ;D373
|
rlm@118
|
585 0xD3 ;D374
|
rlm@118
|
586
|
rlm@118
|
587 0xC3 ;D375 ; GOTO state machine
|
rlm@118
|
588 ;;0x1D
|
rlm@118
|
589 0x80 ;D376
|
rlm@118
|
590 0xD3 ;D377
|
rlm@118
|
591
|
rlm@118
|
592 0x00 ;D378
|
rlm@118
|
593 0x00 ;D379
|
rlm@118
|
594 0x00 ;D37A
|
rlm@118
|
595 0x00 ;D37B ; these are here because
|
rlm@118
|
596 0x00 ;D37C ; I messed up :(
|
rlm@118
|
597 0x00 ;D37D
|
rlm@118
|
598 0x00 ;D37E
|
rlm@118
|
599 0x00 ;D37F
|
rlm@118
|
600
|
rlm@118
|
601 ;; beginning of main state machine
|
rlm@118
|
602 0x18 ;D380 ; Declaration of variables
|
rlm@118
|
603 0x05 ;D381 ; 5 variables:
|
rlm@118
|
604 0x00 ;D382 ; current-mode
|
rlm@118
|
605 0x00 ;D383 ; bytes-left-to-write
|
rlm@118
|
606 0x00 ;D384 ; unused
|
rlm@118
|
607 0x00 ;D385 ; unused
|
rlm@118
|
608 0x00 ;D386 ; unused
|
rlm@118
|
609
|
rlm@118
|
610
|
rlm@118
|
611 ;; banch on current mode
|
rlm@118
|
612 ;; mode 0 -- input-mode mode
|
rlm@118
|
613 ;; means that we are waiting for a mode, so set the mode to
|
rlm@118
|
614 ;; whatever is currently in input number. If nothing is
|
rlm@118
|
615 ;; entered, then the program stays in input-mode mode
|
rlm@118
|
616
|
rlm@118
|
617 0xFA ;D387 ; load current-mode (0xD382)
|
rlm@118
|
618 0x82 ;D388 ; into A
|
rlm@118
|
619 0xD3 ;D389
|
rlm@118
|
620
|
rlm@118
|
621 0x00 ;D38A
|
rlm@118
|
622
|
rlm@118
|
623 0xFE ;D38B
|
rlm@118
|
624 0x00 ;D38C ; compare A with 0x00
|
rlm@118
|
625
|
rlm@118
|
626 ;; TODO make this jump non-absolute
|
rlm@118
|
627
|
rlm@118
|
628 0xCA ;D38D ; GOTO Mode 0 if current-mode is 0
|
rlm@118
|
629 0xA8 ;D38E
|
rlm@118
|
630 0xD3 ;D38F
|
rlm@118
|
631
|
rlm@118
|
632 0x00 ;D390
|
rlm@118
|
633 0x00 ;D391
|
rlm@118
|
634 0x00 ;D392
|
rlm@118
|
635 0x00 ;D393
|
rlm@118
|
636 0x00 ;D394
|
rlm@118
|
637 0x00 ;D395
|
rlm@118
|
638 0x00 ;D396
|
rlm@118
|
639 0x00 ;D397
|
rlm@118
|
640 0x00 ;D398
|
rlm@118
|
641 0x00 ;D399
|
rlm@118
|
642 0x00 ;D39A
|
rlm@118
|
643 0x00 ;D39B
|
rlm@118
|
644 0x00 ;D39C
|
rlm@118
|
645 0x00 ;D39D
|
rlm@118
|
646 0x00 ;D39E
|
rlm@118
|
647 0x00 ;D39F
|
rlm@118
|
648 0x00 ;D3A0
|
rlm@118
|
649 0x00 ;D3A1
|
rlm@118
|
650 0x00 ;D3A2
|
rlm@118
|
651 0x00 ;D3A3
|
rlm@118
|
652 0x00 ;D3A4
|
rlm@118
|
653 ;; End of Mode checking, goto beginning
|
rlm@118
|
654 0xC3 ;D3A5
|
rlm@118
|
655 0x1D ;D3A6
|
rlm@118
|
656 0xD3 ;D3A7
|
rlm@118
|
657 ;; Mode 0
|
rlm@118
|
658 ;; set current-mode to input-number
|
rlm@118
|
659 0xFA ;D3A8 ; load input-number (0xD352)
|
rlm@118
|
660 0x52 ;D3A9 ; into A
|
rlm@118
|
661 0xD3 ;D3AA
|
rlm@118
|
662
|
rlm@118
|
663 0xEA ;D3AB ; load A into current-mode
|
rlm@118
|
664 0x82 ;D3AC ; (0xD382)
|
rlm@118
|
665 0xD3 ;D3AD
|
rlm@118
|
666
|
rlm@118
|
667 0xC3 ;D3AE ; go back to beginning
|
rlm@118
|
668 0x1D ;D3AF
|
rlm@118
|
669 0xD3 ;D3B0
|
rlm@118
|
670
|
rlm@118
|
671 0x00 ;D3B1
|
rlm@118
|
672 0x00 ;D3B2
|
rlm@118
|
673 0x00 ;D3B3
|
rlm@118
|
674 0x00 ;D3B4
|
rlm@118
|
675 0x00 ;D3B5
|
rlm@118
|
676 0x00 ;D3B6
|
rlm@118
|
677 0x00 ;D3B7
|
rlm@118
|
678 0x00 ;D3B8
|
rlm@118
|
679 0x00 ;D3B9
|
rlm@118
|
680 0x00 ;D3BA
|
rlm@118
|
681 0x00 ;D3BB
|
rlm@118
|
682 0x00 ;D3BC
|
rlm@118
|
683 0x00 ;D3BD
|
rlm@118
|
684 0x00 ;D3BE
|
rlm@118
|
685 0x00 ;D3BF
|
rlm@118
|
686 0x00 ;D3C0
|
rlm@118
|
687 0x00 ;D3C1
|
rlm@118
|
688 0x00 ;D3C2
|
rlm@118
|
689 0x00 ;D3C3
|
rlm@118
|
690 0x00 ;D3C4
|
rlm@118
|
691 0x00 ;D3C5
|
rlm@118
|
692 0x00 ;D3C6
|
rlm@118
|
693 0x00 ;D3C7
|
rlm@118
|
694 0x00 ;D3C8
|
rlm@118
|
695 0x00 ;D3C9
|
rlm@118
|
696 0x00 ;D3CA
|
rlm@118
|
697 0x00 ;D3CB
|
rlm@118
|
698 0x00 ;D3CC
|
rlm@118
|
699 0x00 ;D3CD
|
rlm@118
|
700 0x00 ;D3CE
|
rlm@118
|
701 0x00 ;D3CF
|
rlm@118
|
702 0x00 ;D3D0
|
rlm@118
|
703 0x00 ;D3D1
|
rlm@118
|
704 0x00 ;D3D2
|
rlm@118
|
705 0x00 ;D3D3
|
rlm@118
|
706 0x00 ;D3D4
|
rlm@118
|
707 0x00 ;D3D5
|
rlm@118
|
708 0x00 ;D3D6
|
rlm@118
|
709
|
rlm@118
|
710
|
rlm@118
|
711
|
rlm@118
|
712
|
rlm@118
|
713 0xC3 ; ; Complete Loop
|
rlm@118
|
714 0x1D ;
|
rlm@118
|
715 0xD3 ;
|
rlm@118
|
716
|
rlm@118
|
717
|
rlm@118
|
718
|
rlm@118
|
719 ])
|
rlm@118
|
720
|
rlm@118
|
721
|
rlm@118
|
722 (def frame-count 0xD31F)
|
rlm@118
|
723 (def input 0xD352)
|
rlm@118
|
724 (def current-mode 0xD382)
|
rlm@118
|
725
|
rlm@118
|
726 (defn write-memory []
|
rlm@118
|
727 (-> (tick (mid-game))
|
rlm@118
|
728 (IE! 0) ; disable interrupts
|
rlm@118
|
729 (inject-item-assembly (write-memory-assembly))))
|